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Death Guard v0.2

 Post subject: Re: Death Guard v0.2
PostPosted: Mon Jan 25, 2016 11:00 am 
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Thematically, I'd love to see Beasts of Nurgle in the Daemon Pool to match the other Power-specific lists, but that brings up issues with the Plaguebearers. The most common BoN stat line I've seen is the one in the Ghallamore Incursion list, but 3+/3+/5+ Plaguebearers make them almost completely redundant. I've tried looking back through the various Chaos development threads but can't find an explanation for NetEA Plaguebearers having gone 'back' to 3/3/5 from 3/4/6 as seen in the 2014 Compendium lists, does anyone know what happened there?

Nurglings I think are fine being represented as part of the Plague Zombie Infestations, even though the stat line isn't very similar.

EDIT - for easier reference:

Beast of Nurgle INF (from viewtopic.php?f=82&t=23785)
Speed 15cm
Armour 3+ CC4+ FF5+
Ignore Cover on the CC and FF attacks
Notes: Fearless, Invulnerable Save, Mounted, Walker

Plaguebearers INF (from both Chaos lists on http://www.tp.net-armageddon.org/)
Speed 15cm
Armour 3+ CC3+ FF5+
Notes: Fearless, Invulnerable Save

In that comparison, the Beasts are potentially better when engaging poorly armoured/unarmoured formations in cover, at the cost of being substantially less manoeuvrable. In all other situations including defending in an assault, the Plaguebearers are equal or better.

Notably, LatD Redux has Plaguebearers at 3/4/6+.

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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Jan 25, 2016 12:02 pm 
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atension wrote:
As for the plague ship I've been playing it at 200 pts with 6BP and each template dropping a formation of D6+3 Zombies. Still quite good but not as crazy as its original incarnation or as nerfed as its latest revision. It's has only a moderate ability to inflict dmg but great for adding activations and hindering your opponent. In practice the zombies get wrecked 9 times out of ten anyways. It really helps balance out the slowness of the list.


That's still three Activations for 200pt, and on average three more Zombies than the 175pt Plague Zombie formation. 25pt for more Zombies (that don't take BMs when they arrive, because it's not Teleport) and two Disrupt pie-plates seems like a good deal for the cost of less control where it all arrives.

Maybe 3+d3 per template, and take BMs as per Teleport? That's still an activation boost and pretty annoying for the opponent. I'd also want to drop it back to 4BP, while reducing the points cost to 175pt. 6BP Disrupt means that:
Deathstrikes and other 2-unit formations will auto-break.
3-unit formations like Basilisks, Night Spinners etc. will auto-break if you get any hits, regardless of casualties, so ~70% of the time for AV that aren't in area terrain, before you've taken any saves.

For a double-pie-plate in turn one that's horrific, and then you get Zombies turning up to impose a -1 modifier to rallying.

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Jan 28, 2016 7:43 am 
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Hey guys, I've come back to this list with a bunch of nurgle models in hand, Just wanting to make sure I am using the correct and current list, that was in a PDF posted on page 2 and last edited/ updated(?) June 2015??

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Jan 28, 2016 9:18 am 
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Yes, that's the current list, although there are a few errors in it.

Which reminds me - atension, could you send me the file? I'd like to do an updated 0.2 PDF and start on a hypothetical 0.3 version.

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Jan 28, 2016 9:44 am 
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Any errors worth noting?

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Jan 28, 2016 10:56 am 
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Nurgle Daemon Prince - shouldn't have the Cloud of Flies.
Plaguebearers - should be CC4+, FF6+.
Contagion Engine - the Vomit Cannon may have Ignore Cover instead of Disrupt, but this seems to vary from list to list.
DG Land Raider - move 20cm.
DG Dreadnought - should be a standard Chaos Dreadnought with no Invulnerable Save.
Desecrator - Vomit Cannon should be AP5+.
Plague Reaper - Pus Cannon should also have Ignore Cover.
Fester Titan - Pus Cannon should also have Ignore Cover, Decay Cannon should have four shots.
Plague Ship - it's currently unclear if you get a 3+d6 Zombie formation per template or one lot of 3+d6 Zombies in total. Given the bump in price and reduction in BPs I'd suggest trying it with a formation per template.

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 Post subject: Re: Death Guard v0.2
PostPosted: Thu Jan 28, 2016 11:28 am 
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IJW Wartrader wrote:
Yes, that's the current list, although there are a few errors in it.

Which reminds me - atension, could you send me the file? I'd like to do an updated 0.2 PDF and start on a hypothetical 0.3 version.


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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Jan 29, 2016 8:00 pm 
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Much appreciated!

Changes to units (and the single points cost change) in red to make it easier to see what's changed. I've also marked it '0.2c' purely to help distinguish it from earlier versions of the same PDF. I've also re-ordered it a bit to put infantry together, vehicles together, Defiler-equivalents together, daemons together etc.

If anyone sees any discrepancies with Steve's posts, please let me know!

Note that I've left the Plague Ship as you wrote it up as I'm not 100% sure of the last version.

Attachment:
Death Guard v0.2c.pdf [210.53 KiB]
Downloaded 433 times

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 Post subject: Re: Death Guard v0.2
PostPosted: Fri Jan 29, 2016 8:09 pm 
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The next step is checking for discrepancies on Armyforge and passing the info on to kysussinchains. So far I've got:

Contagion Engine formation should be 350pt.
Plague Tower formation should be 325pt each.

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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Jan 30, 2016 11:26 am 
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IJW Wartrader has kindly volunteered to take over as Death Guard AC. I look forward to him driving the list forward to Approved status

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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Jan 30, 2016 11:36 am 
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Good choice!!

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 Post subject: Re: Death Guard v0.2
PostPosted: Sat Jan 30, 2016 12:30 pm 
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Thanks Steve!

In the next week or so I'll start a 0.3 thread for future discussion but there are unlikely to be massive changes from that last 0.2 PDF.

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 Post subject: Re: Death Guard v0.2
PostPosted: Mon Feb 01, 2016 9:15 pm 
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0.3.0 is up and waiting for feedback! viewtopic.php?f=82&t=30859

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